---QUOTATION---Detecting someone that is offline? Stuck in a loop of walking 5 feet, entering pose, walking 5 feet, entering pose etc forever and ever? Who knows! I don't care, I just want a single game where this sort of stupidity does not happen!---END QUOTATION---

He may also be reacting to a dead body - see if dragging away any nearby corpses fixes him. If that or saving and reloading doesn't un-stick him, move out of A-Life online range or go to another level and he ought to pack up and keep marching.

---QUOTATION---He may also be reacting to a dead body - see if dragging away any nearby corpses fixes him. If that or saving and reloading doesn't un-stick him, move out of A-Life online range or go to another level and he ought to pack up and keep marching.---END QUOTATION---

Thanks, I can try that (is the range 150m?). I tried murdering him, but Duty gets a little aggravated (I must find that fix that allows you to shoot anyone you like in the Bar without angering anyone).

I also have this:
! Version conflict in shader 'def_shaders\def_aref'
! Version conflict in shader 'def_shaders\def_aref_v'
! Version conflict in shader 'def_shaders\def_trans'
! Version conflict in shader 'def_shaders\def_trans_v'
! Version conflict in shader 'def_shaders\def_trans_v_tuchi'
! Version conflict in shader 'def_shaders\lod_old'
! Renderer doesn't support blender 'effects\shadow_world'
! Version conflict in shader 'effects\watertest-1'
The version conflict stuff I think that may be due to float32? I'm going to remove it, I just had it installed temporarily to see if it made any difference to the graphics, which it doesn't.

*Edit: Nope, removed float32 and the version conflict stuff is still in the console, so it is either a vanilla error, or a ZRP error.

Right, reload didn't work on Wolf. I then moved into the Bar itself, waited a few seconds, ran back out, and it seems Wolf had finally decided to move on. Hooray! He made it into the Bar, where I lost sight of him.

However, now we have some more weirdness. After stuffing around in the Bar for a while, I left to go back to Garbage. Upon loading Garbage, I immediately saw Barin right in front of me (why he was there I don't know, he had left the Bar to go to Garbage about 10 minutes before me - I don't know why he would just sit at the level changer). Anyway, I saw what was going to happen, and I groaned. Too late, Barin took 2 steps and walked right into the anomaly on the road from the Duty gate to Bar level changer (I have SANB enabled, but it didn't make any difference). He dropped his rifle and it was swept up into the air with him. I frantically hit ESC D C, but too it didn't work - Barin was immediately blown to bits along with that rifle I wanted

Seriously - does anyone else get stupid things like this happening to them, or is it just me???

Sigh - more weirdness. Ok, I am back in Cordon. I am walking from the train bridge towards the rookie village, and I see 3 loners in a triangle shape, shooting at something inside the 'triangle'. That turns out to be a bloodsucker. No biggie - I (very rarely) have seen bloodsuckers in Cordon in vanilla before. However, I run up to one of the loners just as they kill the sucker (I forgot to mention that prior to this, I had armed every single loner in Cordon with an Ak or Obokan - so they had no problems in doing so!). I ESC D H, it is 67 or something. I touch him, turn around, I to inventory, drop a medkit, and he heals. Still not a friend, but is now 100%. I then turn around - and WTF! The other 2 loners have totally vanished. Not just moved on a little way, they have totally and utterly disappeared. I ran around frantically looking for mini-map spots, and using my binoculars, but they just aren't there.

I hate this game.

*Edit #1: This may be scripted, but why - when all the Bandits in the Bandit camp (car park?) in Cordon are dead, do a group of 3 loners continue to 'assault' it? The place is empty, yet all 3 continually sling up their rifles, run down the hill where Petruha stood and enter the place. Two then stand on the ground floor of the building where Nimble was, the other walks up those stairs and stands next to the blue box on the first floor. After a while, they vanish. A little while longer, they magically re-appear somewhere over in Cordon and they assault the place again. Utter madness.

*Edit #2: Killed a group of Bandits at the car park thing. Moved past the bridge, and wiped out a very large group of Military assaulting the buildings across the road from Fox's house. I then save and reload. All the bodies belonging to the Military (and the Loners they killed) have vanished. Would have been nice had I had the chance to loot them. All the Bandit bodies at the car park are still there though. I must not be very logical - I would have said that the bodies should have disappeared in time order (I have not changed the default time the bodies disappear after, so ignoring the fact that the Military should have been visible for at least another 4 hours or whatever it is at least) - so the Bandits should have been the first to vanish).

*Edit #3: Walked up to Fox, hit ESC D H. Message that there was no NPC within 150m. Tried again, this time it registered that there was a NPC right in front of me, and that his health was 88. I then dropped a medkit, but he won't take it. Tried a few more times, again Fox doesn't take the medkit.

No, no body remover at the moment -- it apparently wreaks havoc with save syncronization due to an orphaned minimap spot.

Use Esc D B to jump to unsearched bodies -- after making a precautionary save (see the docs). When there are no more unsearched bodies within 150 meters, you'll see a notice to that effect.

The first Agroprom helicopter normally takes a LONG time to go away. Have a large glass of patience while I look into it.

Re all questions dealing with healing NPCs: As we discussed a month ago (page 180 this thread), you thought the <80 heal, <71 "heal and make friends" was okay. There is a shortcut mentioned there to drop a medkit: Esc F2. And Esc D H has a narrow cone -- even if you remember to set the direction by moving a bit toward the target, the cone has to be on the "spot" where the game thinks the NPC is located.

This info is also in the gamedata\docs\DebugSupportChanges.txt file, at or near the end. (I strongly suggest a re-re-reread. ) I'm testing a tweak to make it work better, healing the first guy in front, but then any one around within three meters if no one is found to be in front.

The healing message is showing the previous health because I can't obtain the current value without a lot of work. The game has to "breathe" after the medkit is dropped. The healing won't be available during the current clock tick. And the amount of healing varies with the difficulty level and with mods. As mentioned it is 60 points of healing for a standard orange medkit on vanilla master difficulty.

The "grey circles all over the map" are location indicators that now persist longer, thanks to Mr. Fusion's tweaks. Previously they existed only during the game session in which they were obtained. Now they go away after you visit the areas or in some cases after a certain point of progress.

On the radiation bug in the Garbage tunnel: It's the south side, which becomes the west side as you go further in. See either the gamedata\docs\QuirksInTheGame.txt file included in the archive or visit the page by the same root name at the ZRP web site, or pages 137 and 146 of this thread, the second being in reply to you -- or even see one of your earlier posts to help others about this! (I think your memory is only good for a couple of weeks. I use and highly recommend cyber-memory.)

Stash markers on the minimap are on the same level you are on.

---QUOTATION---I'm still getting the auto quests (e.g. return from Agroprom, get the 'defend camp' task as soon as you enter the level).---END QUOTATION---

You are supposed to in the normal game. To disable that, see my prior reply to you on page 140 of this thread, copied in your response on page 145. You might want to make a list of items that need to be reset when you install a new ZRP version. This is something that I will eventually convert to a persistable configuration per notanumberet alia.

---QUOTATION---Not a ZRP feedback as such, more a quick question. Is there any quick way to totally disable respawning?---END QUOTATION---

Yes. Press Esc Q. It does have a side effect: it quits the game. But it works!

Seriously, though, I'm working on it. I've got a staggered spawn replacement, and more variation based on the idle_spawn_preset table in se_respawn.script. Meanwhile, you can edit that file and increase those values from 60*60 (one game hour) to a larger number, like 60*60*24 (or just 86400) to make Alive respawns delay a game day. ...At least in theory.

Re: "Secret goes away" bug: No, not bug; the quest target marker went away. You killed the last dog, and the purple marker for the quest target (similar to a stash marker) disappeared.

Yes, forget about Wolf being on alert. As BobBQ noted, it is probably due to Wolf finding a body nearby. He'll eventually calm down even if you don't leave the area. And all NPCs on alert will look off in different directions when they don't know where the threat is.

In that particular case, the threat is not known, so undoing the 1.0004 "fix" wouldn't help here. The panic can be controlled, but I have it as a low priority.

P.S. A lot of Wolf's movement is offline, of course, so folks don't see the trip. One can track Wolf's movement in the future if he/she/it wishes by enabling the debug support for it in the demo. See the DIK_keys.DIK_X code block in _z.script. It's commented out, but easily reenabled for testing purposes.

I've not seen that before, either. Maybe you attempted to execute the switch to the next weapon, but you had just dropped the only weapon it would have switched to. Or perhaps there's something about one of the weapons you have modified/added.

>> ! Version conflict in shader 'def_shaders\def_aref'

The devs didn't clean up their shader code when they shipped. You can ignore these.

Again, looks like the devs disabled some older variables in their DLLs, but they are still in the default high-definition configurations. I think you can remove them or comment them out from gamedata\config\rspec_extreme.ltx (or other rspec_*.ltx files as needed) to keep them from bothering you.

Okay, that looks to be some sort of widescreen (16x9) test, a heads-up for the devs that they didn't fix (with custom widescreen XML files) and didn't remove the warnings. Again, just spam.

>> I hate this game.

Not enough, unless you are into MMFPS games (MM for massively masochistic).

Re vanishings and respawns: "Utter madness." Yes, somewhat. It's scripted and the engine resets the NPC logic when they go offline, putting them back at their start and regiving them the auto park destination and telling them to run. You'll also see it with the survivors of the testosterone-laden Hatfield-McCoy feud battle in Red Forest on the road to Pripyat, and the "Lemmings Reality Show" stadium rush by the military, Freedom and Duty in Pripyat.

Re bodies disappearing out of time order: Some NPCs are temporary -- really temporary. They have an info_portion conditional spawn; when the condition no longer applies, they're offline, probably knocking at the Metro 2033 doors looking for gainful employment. Fanatic's Mercs are this way, too.

Tip: Yes, save, but then loot and save again after Esc D B says "no more".

¯¯¯¯¯¯¯¯¯¯notanumber, that is a lot of guitars. What did I break to make folks have guitars like that? Or were you using that 1000-kg-max exploit on NPCs? And that is a lot of artifacts, so either it's the exploit or you are a Zone mass murderer.

¯¯¯¯¯¯¯¯¯¯
>> where can i find the the config file for the Ziphty Viper?

Beebee, look in gamedata\config\misc\_custom_items.ltx for the [wpn_mp5_niphty_m2] entry. The damage is that of the FN2000 but the file also has the damage for the G36 and you can easily reduce it further. There are two kinds of silencing, one for you via the optional sound parameter (the Ziphty Viper uses 0.6) and one for all via the silencer (which the NPCs will supposedly follow).

This is a demo, and that weapon is definitely overpowered and overly accurate. Ironically, I've found that I don't need a shotgun when I reduce the accuracy on the Ziphty Viper!

---QUOTATION---After stuffing around in the Bar for a while, I left to go back to Garbage. Upon loading Garbage, I immediately saw Barin right in front of me (why he was there I don't know, he had left the Bar to go to Garbage about 10 minutes before me - I don't know why he would just sit at the level changer). Anyway, I saw what was going to happen, and I groaned. Too late, Barin took 2 steps and walked right into the anomaly on the road from the Duty gate to Bar level changer (I have SANB enabled, but it didn't make any difference).---END QUOTATION---

Unfortunately SANB doesn't seem to work on NPCs who don't have a default smart terrain specified, which means that Barin - like Master in the Army Warehouses, among others - will aimlessly wander, not reacting to any anomalies, until a compatible smart terrain opens up.

In my experience, Barin tends to end up at the entrance to the Dark Valley when the Duty camp there is switched on following the player's raid on X18, but I've also seen him move to Skull's camp outside the Freedom base if one of Skull's followers is killed by a passer-by. If you could somehow switch on the Duty camp in Yantar before going to X18, Barin would probably appear there as well.

Your complaint about the endlessly repeating Charge of the Lightest Brigade in the Cordon reminds me - that is rather annoying, as is the way Nimble's starting point resets to the same area whenever the player enters the Cordon from another level. On a related note, what determines whether Petruha and friends move camp to the fire on the right side of the vehicle park? It doesn't happen often, but when it does, they invariably end up coming online in the middle of two or three bandits.

And lastly, what are the criteria for getting the best reward for taking out Nimble's guards alone, as opposed to the good reward? It's not just random, is it?

---QUOTATION---notanumber, that is a lot of guitars. What did I break to make folks have guitars like that? Or were you using that 1000-kg-max exploit on NPCs? And that is a lot of artifacts, so either it's the exploit or you are a Zone mass murderer.---END QUOTATION---

The zone does it's own murdering... I just like to watch.

Nah, no exploits... the guitars I get off just-spawned NPCs. It's quite usual that guitar equipped NPCs seem very agitated when they spawn and keep running back and forward, take cover and stuff like that. Fun thing is that after buying the guitar from him the guy pays a lot more for ammo and weapons (10 times?) then he normally does. This is reset after some time and he gets greedy again.

"This is evolution: the monkey, the man, then the gun" - Marilyn Manson

Monomartyrs seek revenge- Playing the game after TZIO - comments/suggestions

OK

I am playing though the game now, having completed the regular ending, respawned in Cordon as per ZRP 1.05 RC1 (TZIO), and am enjoying freeplay. I have encountered the Monomartyrs in nearly every level and have engaged them as per normal enemy. I must say that I really enjoy this new twist to the game, and you must keep on your toes at all times, as no area is now safe from attack by VERY powerfull enemies.

My observation - aside from dogs, anomalies, and mutants, the MM faction seem to have no (human) enemies, and appear to wander freely throughout the zone and through and among former foes. Even my faction teammates (Freedom) do not engage MM when I am fired upon in their presence, and no one seems to notice them. Perhaps as this is still in the conceptual phase, this is what is intended (i.e., my personal hit squad).

My suggestion - set up an existing set of rivals/allies for the MM faction, as with any other faction. if this is in fact the case already and I have missed it, my apologies. Also, add NPC reaction to the MM presence and perhaps in time, add a quest line related to their presence. The idea for MM was inspired, and I see so much potential for extended play based on their appearance. You are to be commended, ZRP team!

Za vashe zdorovie!

Major Cat

Old Russian proverb: Tomorrow, tomorrow, not today. That is what the lazy people say!